#include "STDInclude.hpp" namespace Components { Game::XAssetHeader Weapon::WeaponFileLoad(Game::XAssetType /*type*/, std::string filename) { Game::XAssetHeader header = { nullptr }; // Try loading raw weapon if (FileSystem::File(Utils::String::VA("weapons/mp/%s", filename.data())).exists()) { header.data = Game::BG_LoadWeaponDef_LoadObj(filename.data()); } return header; } const char* Weapon::GetWeaponConfigString(int index) { if (index >= (1200 + 2804)) index += (2939 - 2804); return Game::CL_GetConfigString(index); } void Weapon::SaveRegisteredWeapons() { *reinterpret_cast(0x1A86098) = 0; if (Game::BG_GetNumWeapons() > 1u) { for (unsigned int i = 1; i < Game::BG_GetNumWeapons(); ++i) { Game::SV_SetConfigstring(i + (i >= 1200 ? 2939 : 2804), Game::BG_GetWeaponName(i)); } } } int Weapon::ParseWeaponConfigStrings() { Command::ClientParams params; if (params.length() <= 1) return 0; int index = atoi(params[1]); if(index >= 4139) { index -= 2939; } else if(index > 2804 && index <= 2804 + 1200) { index -= 2804; } else { return 0; } Utils::Hook::Call(0x4BD520)(0, index); return 1; } __declspec(naked) void Weapon::ParseConfigStrings() { __asm { push eax pushad push edi call Weapon::ParseWeaponConfigStrings pop edi mov [esp + 20h], eax popad pop eax test eax, eax jz continueParsing retn continueParsing: push 592960h retn } } int Weapon::ClearConfigStrings(void* dest, int value, int size) { memset(Utils::Hook::Get(0x405B72), value, MAX_CONFIGSTRINGS * 2); return Utils::Hook::Call(0x4C98D0)(dest, value, size); // Com_Memset } void Weapon::PatchConfigStrings() { Utils::Hook::Set(0x4347A7, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x4982F4, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x4F88B6, MAX_CONFIGSTRINGS); // Save file Utils::Hook::Set(0x5A1FA7, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x5A210D, MAX_CONFIGSTRINGS); // Game state Utils::Hook::Set(0x5A840E, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x5A853C, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x5AC392, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x5AC3F5, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x5AC542, MAX_CONFIGSTRINGS); // Game state Utils::Hook::Set(0x5EADF0, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x625388, MAX_CONFIGSTRINGS); Utils::Hook::Set(0x625516, MAX_CONFIGSTRINGS); // Adjust weapon count index // Actually this has to stay the way it is! //Utils::Hook::Set(0x4EB7B3, MAX_CONFIGSTRINGS - 1); //Utils::Hook::Set(0x5929BA, MAX_CONFIGSTRINGS - 1); //Utils::Hook::Set(0x5E2FAA, MAX_CONFIGSTRINGS - 1); static short configStrings[MAX_CONFIGSTRINGS]; ZeroMemory(&configStrings, sizeof(configStrings)); Utils::Hook::Set(0x405B72, configStrings); Utils::Hook::Set(0x468508, configStrings); Utils::Hook::Set(0x47FD7C, configStrings); Utils::Hook::Set(0x49830E, configStrings); Utils::Hook::Set(0x498371, configStrings); Utils::Hook::Set(0x4983D5, configStrings); Utils::Hook::Set(0x4A74AD, configStrings); Utils::Hook::Set(0x4BAE7C, configStrings); Utils::Hook::Set(0x4BAEC3, configStrings); Utils::Hook::Set(0x6252F5, configStrings); Utils::Hook::Set(0x625372, configStrings); Utils::Hook::Set(0x6253D3, configStrings); Utils::Hook::Set(0x625480, configStrings); Utils::Hook::Set(0x6254CB, configStrings); // This has nothing to do with configstrings //Utils::Hook::Set(0x608095, configStrings[4139 - 0x16]); //Utils::Hook::Set(0x6080BC, configStrings[4139 - 0x16]); //Utils::Hook::Set(0x6082AC, configStrings[4139 - 0x16]); //Utils::Hook::Set(0x6082B3, configStrings[4139 - 0x16]); //Utils::Hook::Set(0x608856, configStrings[4139 - 0x14]); // TODO: Check if all of these actually mark the end of the array // Only 2 actually mark the end, the rest is header data or so Utils::Hook::Set(0x405B8F, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x459121, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x45A476, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x49FD56, &configStrings[ARRAYSIZE(configStrings)]); Utils::Hook::Set(0x4A74C9, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x4C8196, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x4EBCE6, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x4F36D6, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x60807C, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x6080A9, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x6080D0, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x6081C4, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x608211, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x608274, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x6083D6, &configStrings[ARRAYSIZE(configStrings)]); //Utils::Hook::Set(0x60848E, &configStrings[ARRAYSIZE(configStrings)]); Utils::Hook(0x405BBE, Weapon::ClearConfigStrings, HOOK_CALL).install()->quick(); Utils::Hook(0x593CA4, Weapon::ParseConfigStrings, HOOK_CALL).install()->quick(); Utils::Hook(0x4BD52D, Weapon::GetWeaponConfigString, HOOK_CALL).install()->quick(); Utils::Hook(0x45D170, Weapon::SaveRegisteredWeapons, HOOK_JUMP).install()->quick(); // Patch game state // The structure below is our own implementation of the gameState_t structure static struct newGameState_t { int stringOffsets[MAX_CONFIGSTRINGS]; char stringData[131072]; // MAX_GAMESTATE_CHARS int dataCount; } gameState; ZeroMemory(&gameState, sizeof(gameState)); Utils::Hook::Set(0x44A333, sizeof(gameState)); Utils::Hook::Set(0x5A1F56, sizeof(gameState)); Utils::Hook::Set(0x5A2043, sizeof(gameState)); Utils::Hook::Set(0x5A2053, sizeof(gameState.stringOffsets)); Utils::Hook::Set(0x5A2098, sizeof(gameState.stringOffsets)); Utils::Hook::Set(0x5AC32C, sizeof(gameState.stringOffsets)); Utils::Hook::Set(0x4235AC, &gameState.stringOffsets); Utils::Hook::Set(0x434783, &gameState.stringOffsets); Utils::Hook::Set(0x44A339, &gameState.stringOffsets); Utils::Hook::Set(0x44ADB7, &gameState.stringOffsets); Utils::Hook::Set(0x5A1FE6, &gameState.stringOffsets); Utils::Hook::Set(0x5A2048, &gameState.stringOffsets); Utils::Hook::Set(0x5A205A, &gameState.stringOffsets); Utils::Hook::Set(0x5A2077, &gameState.stringOffsets); Utils::Hook::Set(0x5A2091, &gameState.stringOffsets); Utils::Hook::Set(0x5A20D7, &gameState.stringOffsets); Utils::Hook::Set(0x5A83FF, &gameState.stringOffsets); Utils::Hook::Set(0x5A84B0, &gameState.stringOffsets); Utils::Hook::Set(0x5A84E5, &gameState.stringOffsets); Utils::Hook::Set(0x5AC333, &gameState.stringOffsets); Utils::Hook::Set(0x5AC44A, &gameState.stringOffsets); Utils::Hook::Set(0x5AC4F3, &gameState.stringOffsets); Utils::Hook::Set(0x5AC57A, &gameState.stringOffsets); Utils::Hook::Set(0x4235B7, &gameState.stringData); Utils::Hook::Set(0x43478D, &gameState.stringData); Utils::Hook::Set(0x44ADBC, &gameState.stringData); Utils::Hook::Set(0x5A1FEF, &gameState.stringData); Utils::Hook::Set(0x5A20E6, &gameState.stringData); Utils::Hook::Set(0x5AC457, &gameState.stringData); Utils::Hook::Set(0x5AC502, &gameState.stringData); Utils::Hook::Set(0x5AC586, &gameState.stringData); Utils::Hook::Set(0x5A2071, &gameState.dataCount); Utils::Hook::Set(0x5A20CD, &gameState.dataCount); Utils::Hook::Set(0x5A20DC, &gameState.dataCount); Utils::Hook::Set(0x5A20F3, &gameState.dataCount); Utils::Hook::Set(0x5A2104, &gameState.dataCount); Utils::Hook::Set(0x5AC33F, &gameState.dataCount); Utils::Hook::Set(0x5AC43B, &gameState.dataCount); Utils::Hook::Set(0x5AC450, &gameState.dataCount); Utils::Hook::Set(0x5AC463, &gameState.dataCount); Utils::Hook::Set(0x5AC471, &gameState.dataCount); Utils::Hook::Set(0x5AC4C3, &gameState.dataCount); Utils::Hook::Set(0x5AC4E8, &gameState.dataCount); Utils::Hook::Set(0x5AC4F8, &gameState.dataCount); Utils::Hook::Set(0x5AC50F, &gameState.dataCount); Utils::Hook::Set(0x5AC528, &gameState.dataCount); Utils::Hook::Set(0x5AC56F, &gameState.dataCount); Utils::Hook::Set(0x5AC580, &gameState.dataCount); Utils::Hook::Set(0x5AC592, &gameState.dataCount); Utils::Hook::Set(0x5AC59F, &gameState.dataCount); } void Weapon::PatchLimit() { Utils::Hook::Set(0x403783, WEAPON_LIMIT); Utils::Hook::Set(0x403E8C, WEAPON_LIMIT); Utils::Hook::Set(0x41BC34, WEAPON_LIMIT); Utils::Hook::Set(0x42EB42, WEAPON_LIMIT); Utils::Hook::Set(0x44FA7B, WEAPON_LIMIT); Utils::Hook::Set(0x474E0D, WEAPON_LIMIT); Utils::Hook::Set(0x48E8F2, WEAPON_LIMIT); Utils::Hook::Set(0x492647, WEAPON_LIMIT); Utils::Hook::Set(0x494585, WEAPON_LIMIT); Utils::Hook::Set(0x4945DB, WEAPON_LIMIT); Utils::Hook::Set(0x4B1F96, WEAPON_LIMIT); Utils::Hook::Set(0x4D4A99, WEAPON_LIMIT); Utils::Hook::Set(0x4DD566, WEAPON_LIMIT); Utils::Hook::Set(0x4E3683, WEAPON_LIMIT); // Configstring Utils::Hook::Set(0x58609F, WEAPON_LIMIT); Utils::Hook::Set(0x586CAE, WEAPON_LIMIT); Utils::Hook::Set(0x58F7BE, WEAPON_LIMIT); Utils::Hook::Set(0x58F7D9, WEAPON_LIMIT); Utils::Hook::Set(0x58F82D, WEAPON_LIMIT); Utils::Hook::Set(0x5D6C8B, WEAPON_LIMIT); Utils::Hook::Set(0x5D6CF7, WEAPON_LIMIT); Utils::Hook::Set(0x5E24D5, WEAPON_LIMIT); Utils::Hook::Set(0x5E2604, WEAPON_LIMIT); Utils::Hook::Set(0x5E2828, WEAPON_LIMIT); Utils::Hook::Set(0x5E2B4F, WEAPON_LIMIT); Utils::Hook::Set(0x5E366C, WEAPON_LIMIT); Utils::Hook::Set(0x5F2614, WEAPON_LIMIT); Utils::Hook::Set(0x5F7187, WEAPON_LIMIT); Utils::Hook::Set(0x5FECF9, WEAPON_LIMIT); // Reference: https://courses.engr.illinois.edu/ece390/books/artofasm/CH09/CH09-6.html (See 9.5.2 Division Without DIV and IDIV) // And http://reverseengineering.stackexchange.com/questions/1397/how-can-i-reverse-optimized-integer-division-modulo-by-constant-operations // The game's magic number is computed using this formula: (1 / 1200) * (2 ^ (32 + 7) // I'm too lazy to generate the new magic number, so we can make use of the fact that using powers of 2 as scales allows to change the compensating shift static_assert(((WEAPON_LIMIT / 1200) * 1200) == WEAPON_LIMIT && (WEAPON_LIMIT / 1200) != 0 && !((WEAPON_LIMIT / 1200) & ((WEAPON_LIMIT / 1200) - 1)), "WEAPON_LIMIT / 1200 is not a power of 2!"); const unsigned char compensation = 7 + static_cast(log2(WEAPON_LIMIT / 1200)); // 7 is the compensation the game uses Utils::Hook::Set(0x49263D, compensation); Utils::Hook::Set(0x5E250C, compensation); Utils::Hook::Set(0x5E2B43, compensation); Utils::Hook::Set(0x5E352F, compensation); Utils::Hook::Set(0x5FECEF, compensation); static int bg_weaponCompleteDefs[WEAPON_LIMIT]; Utils::Hook::Set(0x4B35E1, sizeof(bg_weaponCompleteDefs)); Utils::Hook::Set(0x44CE07, bg_weaponCompleteDefs); Utils::Hook::Set(0x45C671, bg_weaponCompleteDefs); Utils::Hook::Set(0x45C6A4, bg_weaponCompleteDefs); Utils::Hook::Set(0x4B35E8, bg_weaponCompleteDefs); Utils::Hook::Set(0x4B3643, bg_weaponCompleteDefs); Utils::Hook::Set(0x4CE903, bg_weaponCompleteDefs); Utils::Hook::Set(0x4CE927, bg_weaponCompleteDefs); Utils::Hook::Set(0x4E6EC7, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B69A, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B910, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B925, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA22, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA51, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA78, bg_weaponCompleteDefs); static int bg_weaponDefs[WEAPON_LIMIT]; Utils::Hook::Set(0x4B35F2, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x42F697, bg_weaponDefs); Utils::Hook::Set(0x440EB7, bg_weaponDefs); Utils::Hook::Set(0x45C67D, bg_weaponDefs); Utils::Hook::Set(0x45C685, bg_weaponDefs); Utils::Hook::Set(0x45C6B0, bg_weaponDefs); Utils::Hook::Set(0x4B35F9, bg_weaponDefs); Utils::Hook::Set(0x4B364B, bg_weaponDefs); Utils::Hook::Set(0x57B693, bg_weaponDefs); Utils::Hook::Set(0x57B75D, bg_weaponDefs); Utils::Hook::Set(0x57B809, bg_weaponDefs); Utils::Hook::Set(0x57B8D3, bg_weaponDefs); Utils::Hook::Set(0x57B96D, bg_weaponDefs); Utils::Hook::Set(0x57BA32, bg_weaponDefs); static int bg_weapClips[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3603, sizeof(bg_weapClips)); Utils::Hook::Set(0x4B360A, bg_weapClips); Utils::Hook::Set(0x4B3666, bg_weapClips); Utils::Hook::Set(0x57B993, bg_weapClips); Utils::Hook::Set(0x57B9E1, bg_weapClips); Utils::Hook::Set(0x57B9EA, bg_weapClips); static int bg_sharedAmmoCaps[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3614, sizeof(bg_sharedAmmoCaps)); Utils::Hook::Set(0x414D27, bg_sharedAmmoCaps); Utils::Hook::Set(0x4B361B, bg_sharedAmmoCaps); Utils::Hook::Set(0x4B365B, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B83B, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B870, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B87D, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B89C, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B8E0, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B901, bg_sharedAmmoCaps); static int bg_weapAmmoTypes[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3625, sizeof(bg_weapAmmoTypes)); Utils::Hook::Set(0x4B362C, bg_weapAmmoTypes); Utils::Hook::Set(0x4B3650, bg_weapAmmoTypes); Utils::Hook::Set(0x57B783, bg_weapAmmoTypes); Utils::Hook::Set(0x57B7D1, bg_weapAmmoTypes); Utils::Hook::Set(0x57B7DA, bg_weapAmmoTypes); static int weaponStrings[WEAPON_LIMIT * 2]; // string + hash Utils::Hook::Set(0x504E01, sizeof(weaponStrings)); Utils::Hook::Set(0x4C77DC, sizeof(weaponStrings)); Utils::Hook::Set(0x4B72DC, weaponStrings); Utils::Hook::Set(0x4C77E2, weaponStrings); Utils::Hook::Set(0x504E08, weaponStrings); Utils::Hook::Set(0x795584, weaponStrings); Utils::Hook::Set(0x7955FC, weaponStrings); Utils::Hook::Set(0x4B72E8, &weaponStrings[1]); static char cg_weaponsArray[32 * WEAPON_LIMIT]; Utils::Hook::Set(0x4E3300, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4E3305, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4F1927, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4F192C, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4172D8, cg_weaponsArray); Utils::Hook::Set(0x45C96F, cg_weaponsArray); Utils::Hook::Set(0x45C9C7, cg_weaponsArray); Utils::Hook::Set(0x47F417, cg_weaponsArray); Utils::Hook::Set(0x4BA571, cg_weaponsArray); Utils::Hook::Set(0x4E330B, cg_weaponsArray); Utils::Hook::Set(0x4EF56C, cg_weaponsArray); Utils::Hook::Set(0x4F1934, cg_weaponsArray); Utils::Hook::Set(0x58B879, cg_weaponsArray); Utils::Hook::Set(0x58B98A, cg_weaponsArray); Utils::Hook::Set(0x58CCF7, cg_weaponsArray); Utils::Hook::Set(0x59BF05, cg_weaponsArray); Utils::Hook::Set(0x59C39B, cg_weaponsArray); Utils::Hook::Set(0x446D30, &cg_weaponsArray[8]); Utils::Hook::Set(0x59BD68, &cg_weaponsArray[13]); Utils::Hook::Set(0x58D0AE, &cg_weaponsArray[20]); static int cg_weaponsStaticArray[3 * WEAPON_LIMIT]; Utils::Hook::Set(0x4E3322, sizeof(cg_weaponsStaticArray)); Utils::Hook::Set(0x4F1912, sizeof(cg_weaponsStaticArray)); Utils::Hook::Set(0x4548DE, cg_weaponsStaticArray); Utils::Hook::Set(0x4E3328, cg_weaponsStaticArray); Utils::Hook::Set(0x4EF57A, cg_weaponsStaticArray); Utils::Hook::Set(0x4F1919, cg_weaponsStaticArray); Utils::Hook::Set(0x59C095, cg_weaponsStaticArray); Utils::Hook::Set(0x59C09D, cg_weaponsStaticArray); // TODO: Check the offsets, icons are still wrong, but at least crashes are 'fixed' static int unknownMaterialArray[WEAPON_LIMIT + 0x10]; Utils::Hook::Set(0x58D003, unknownMaterialArray); Utils::Hook::Set(0x58969A, &unknownMaterialArray[0xC]); Utils::Hook::Set(0x4EF619, &unknownMaterialArray[0x10]); Utils::Hook::Set(0x5896AB, &unknownMaterialArray[0x10]); // Has to do with fx, but somehow lies within the material array //Utils::Hook::Set(0x402069, unknownArray); //Utils::Hook::Set(0x4E05D9, unknownArray); // Patch bg_weaponDefs on the stack Utils::Hook::Set(0x40C31D, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x40C32F, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); // Move second buffer pointers Utils::Hook::Set(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (1200 * 4))); Utils::Hook::Set(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4))); Utils::Hook::Set(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4))); // Move arg0 pointers Utils::Hook::Set(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); // Move arg4 pointers Utils::Hook::Set(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); // Patch bg_sharedAmmoCaps on the stack Utils::Hook::Set(0x4F76E6, sizeof(bg_sharedAmmoCaps)); Utils::Hook::Set(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); // Move arg0 pointers Utils::Hook::Set(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); // Move arg4 pointers Utils::Hook::Set(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); } Weapon::Weapon() { Weapon::PatchLimit(); Weapon::PatchConfigStrings(); // Intercept weapon loading AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_WEAPON, Weapon::WeaponFileLoad); // weapon asset existence check Utils::Hook::Nop(0x408228, 5); // find asset header Utils::Hook::Nop(0x408230, 5); // is asset default Utils::Hook::Nop(0x40823A, 2); // jump // Skip double loading for fs_game Utils::Hook::Set(0x4081FD, 0xEB); } }